/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h
Install/uninstall the breakpoint into/from the script code for the generated class that contains the node
static void SetBreakpointInternal ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint, bool bShouldBeEnabled )